Interference based augmented reality hosting platforms

ABSTRACT

Interference-based augmented reality hosting platforms are presented. Hosting platforms can include networking nodes capable of analyzing a digital representation of scene to derive interference among elements of the scene. The hosting platform utilizes the interference to adjust the presence of augmented reality objects within an augmented reality experience. Elements of a scene can constructively interfere, enhancing presence of augmented reality objects; or destructively interfere, suppressing presence of augmented reality objects.

This application is a continuation of U.S. application Ser. No.14/329,882 filed Jul. 11, 2014, which is a divisional of U.S. patentapplication Ser. No. 13/173,244, filed on Jun. 30, 2011, now U.S. Pat.No. 8,810,598, which claims the benefit of priority to U.S. ProvisionalApplication having Ser. No. 61/473,324 filed on Apr. 8, 2011, which arehereby incorporated by reference in their entirety. U.S. patents andU.S. patent application publications discussed herein are herebyincorporated by reference in their entirety. Non-patent publicationsdiscussed herein are hereby incorporated by reference to the extentpermitted by 37 CFR §1.57(e). Where a definition or use of a term in anincorporated reference is inconsistent or contrary to the definition ofthat term provided herein, the definition of that term provided hereinapplies and the definition of that term in the reference does not apply.

FIELD OF THE INVENTION

The field of the invention is augmented reality technologies.

BACKGROUND

Augmented reality represents a presentation of virtual objects alongside real-world elements. Individuals can experience or interact withaugmented realities according to the rules defined by the realitydesigners. Individuals tap into augmented reality content via cellphones, mobile computing platforms, or other AR-capable devices.Augmented reality continues to encroach rapidly on every day life whilethe amount of augmented reality content continues to grow at an alarmingrate. Individuals are easily overwhelmed by the growing excess ofavailable augmented reality content.

Consider one augmented reality service, BUMP.com. BUMP.com offers accessto annotations bound to individual license plates as described in theWall Street Journal™ web articled titled “License to Pry”, published onMar. 10, 2011. BUMP.com allows individuals to send images of licenseplates to the BUMP.com service. The service in turn attempts torecognize the license plate and returns annotations left by others forthe same plate. Users of the system require a dedicated application tointeract with the content. BUMP.com only supports providing access totheir available content via their application.

Layar™ of Amsterdam, The Netherlands, makes further strides inpresenting augmented reality by offering access to multiple augmentedreality layers where each layer is distinct or separate from otherlayers. A user can select which layer where layers are published by oneor more third party developers. Even though Layar provides anapplication allowing users to select content provided by multiple thirdparties, the user is required choose a layer via the Layar application.Furthermore, the user is presented with single purpose content ratherthan experiencing augmented reality as naturally as one would experiencethe real-world. In the coming world of ever-present augmented reality,users should be able to seamlessly access or interact with augmentedreality content as naturally as they would interact with real-worldelements.

Some progress has been made over the last few years toward creating aseamless integration between user and augmented reality environments.For example, U.S. patent application publication 2006/0047704 toGopalakrishnan titled “Method and System for Providing InformationService Relevant to Visual Imagery”, filed Aug. 30, 2005, discussespresenting embedded information services for an augment realityexperience based on a context. Yet another example includes U.S. patentapplication publication 2009/0167787 to Bathiche et al. titled “AugmentReality and Filtering”, filed Dec. 28, 2007, offers deeper insight inproviding an enhanced user experience based on a context. Bathichediscusses that virtual capabilities can be interspersed with real-worldsituations where the virtual data can be filtered, ranked, modified, orignored based on a context. In a similar vein, U.S. patent applicationpublication 2010/0257252 to Dougherty titled “Augmented Reality CloudComputing”, filed Apr. 1, 2009, also describes providing overlayinformation considered pertinent to a user's surrounding environment.Although useful for providing an enriched experience for users based oncontext, the user still must interact with a dedicated augmented realitysystem. U.S. Pat. No. 7,529,639 to Rasanen et al. titled “Location-BasedNovelty Index Value and Recommendation System and Method”, filed Mar. 4,2008, describes using location and an inferred context to generaterecommendations for a user. The above references also fail to appreciatethat objects within an environment or scene can interfere with eachother to give rise to an augmented reality experience.

From the perspective of presenting augmented reality context, to somedegree U.S. Pat. No. 7,899,915 to Reisman titled “Method and Apparatusfor Browsing Using Multiple Coordinated Device Sets”, filed May 8, 2003,appreciates that multiple devices can be utilized by a user. Reisman'sapproach allows a user to switch among display or presentation deviceswhen interacting with hypermedia. Unfortunately, Reisman merely handlesthe user's side of a rich media interaction and fails to appreciate thata user's experience is also impacted by the underlying dedicatedaugmented reality infrastructure or by interference among elements of ascene.

U.S. Pat. No. 7,904,577 to Taylor titled “Data Transmission Protocol andVisual Display for a Networked Computer System”, filed Mar. 31, 2008,provides some support for virtual reality gaming through a protocolsupporting multiple players. Even further, U.S. Pat. No. 7,908,462 toSung titled “Virtual World Simulation Systems and Methods UtilizingParallel Coprocessors, and Computer Program Products Thereof”, filedJun. 9, 2010, contemplates hosting a virtual work on parallel processingarray of graphic processors or field-programmable gate arrays. Althoughfocused on providing infrastructure, the contemplated infrastructuresstill requires the user to interact with a dedicated augmented realitysystem.

These and all other extrinsic materials discussed herein areincorporated by reference in their entirety. Where a definition or useof a term in an incorporated reference is inconsistent or contrary tothe definition of that term provided herein, the definition of that termprovided herein applies and the definition of that term in the referencedoes not apply.

Unless the context dictates the contrary, all ranges set forth hereinshould be interpreted as being inclusive of their endpoints, andopen-ended ranges should be interpreted to include commerciallypractical values. Similarly, all lists of values should be considered asinclusive of intermediate values unless the context indicates thecontrary.

Strangely, known approaches for providing augmented reality contenttreat augment reality platforms as silos of virtual worlds or objectswhere each company develops their own hosting infrastructure to provideaugmented reality services to users. Such approaches fail to allowindividuals to move seamlessly from one augmented reality to another asnaturally as moving from one room in a building to another. Furthermore,existing infrastructures fail to treat augmented reality objects asdistinct manageable objects in an infrastructure agonistic manner, wherean augmented reality infrastructure can also be a pervasive utility. Forexample, in the developed world electricity is ubiquitous or more aptlyinternet connectivity is ubiquitous. Augmented realities would benefitfrom similar treatment.

In a world of ubiquitous augmented realities or associated augmentedreality objects where individuals interact with the augmented realitiesin a seamless fashion, individuals still require presentation ofrelevant augmented reality content especially when features, real orvirtual, of an augmented reality can interfere with each other. Asdiscussed above with respect to references presenting information basedon a context, the same references fail to address interference amongaugmented realities or elements, real or virtual, participating in anaugmented reality experience. Interestingly, known art seeks to avoidinterference among elements of the augmented reality by simply forcingindividuals to select which features to experience. The known art failsto appreciate that interference among elements can occur based onproperties or attributes of the elements. Interference is more than merea filtering mechanism. Interference represents ambient interplay amongpresent, or relevant, elements in a scene that gives rise to anaugmented reality experience through constructive or destructiveinterference.

What has yet to be appreciated is one or more augmented realities can behosted by a common hosting infrastructure, the networking infrastructureitself for example, or that augmented reality objects can be distinctfrom the hosting platform. For example, the Applicant has appreciated,as discussed below, networking nodes within a networking fabric canprovide augmented reality objects or other virtual constructs to edgeAR-capable devices (e.g., cell phones, kiosks, tablet computers,vehicles, etc.). As the edge devices, or other devices for that matter,interact with the networking fabric by exchanging data, the fabric candetermine which augmented reality objects are most relevant or evenwhich augmented reality itself is most relevant for the device based oncontext derived from observed real-world elements. Augmented realitycontext can now be used to determine how elements in a scene, a locationrelevant to an individual, can interfere with each other to give rise torelevant augmented reality experiences.

Thus, there is still a need for interference based augmented realityplatforms.

SUMMARY OF THE INVENTION

The inventive subject matter provides apparatus, systems and methods inwhich one can utilize an augmented reality (AR) hosting platform to giverise to an augmented reality experience based on interference amongelements of a digital representation of a scene. One aspect of theinventive subject matter includes an AR hosting platform. Contemplatedhosting platforms comprise a mobile device interface through which theplatform can obtained a digital representation of a scene, possiblylocal to the mobile device (e.g., cell phone, vehicle, tablet computer,PDA, AR-capable device, etc.). The digital representation can includedata representing one or more elements of the scene. In someembodiments, the data includes sensor data captured by the mobiledevice, other sensing devices proximate to the scene, or devices capableof capturing data relevant to the scene. The platform can furtherinclude an object recognition engine in communication with the mobiledevice interface and able analyze the digital representation torecognize one or more elements of the scene as one or more targetobjects. The object recognition engine can further determine a contextrelated to the scene based on the digital representation and pertainingto the target object. Further, the engine can identify a set of relevantAR objects from available AR objects with respect to the context basedon a derived interference among elements (e.g., real-world elements,virtual elements, etc.). In more preferred embodiments the derivedinterference forms criteria through which an AR experience is presentedto an individual via the mobile device. The object recognition enginecan also configure one or more remote devices to allow an interactionwith a member object of the set of relevant AR objects according to thederived interference. In especially preferred embodiments, theinteraction involves participating in a commercial transaction with acommerce engine. For example, an individual can purchase the memberobject or even a real-world object participating within the augmentedreality.

Various objects, features, aspects and advantages of the inventivesubject matter will become more apparent from the following detaileddescription of preferred embodiments, along with the accompanyingdrawing figures in which like numerals represent like components.

BRIEF DESCRIPTION OF THE DRAWING

FIG. 1 is a schematic of an augmented reality ecosystem.

FIG. 2 is a schematic of an augmented reality hosting platform.

FIG. 3 illustrates a more detailed view of deriving interference amongelements in a scene.

FIG. 4 provides examples of presenting augmented reality object based onconstructive or destructive interference.

FIG. 5 is an overview of a use case of interacting with relevantaugmented reality objects based on interference within a contextinvolving multiple participants.

FIG. 6 an overview of a use case of interacting with relevant augmentedreality objects based on interference within a context of a messageboard.

DETAILED DESCRIPTION

It should be noted that while the following description is drawn to acomputer/server based augmented reality platform, various alternativeconfigurations are also deemed suitable and may employ various computingdevices including servers, interfaces, systems, databases, agents,peers, engines, controllers, or other types of computing devicesoperating individually or collectively. One should appreciate thecomputing devices comprise a processor configured to execute softwareinstructions stored on a tangible, non-transitory computer readablestorage medium (e.g., hard drive, solid state drive, RAM, flash, ROM,etc.). The software instructions preferably configure the computingdevice to provide the roles, responsibilities, or other functionality asdiscussed below with respect to the disclosed apparatus. In especiallypreferred embodiments, the various servers, systems, databases, orinterfaces exchange data using standardized protocols or algorithms,possibly based on HTTP, HTTPS, AES, public-private key exchanges, webservice APIs, known financial transaction protocols, or other electronicinformation exchanging methods. Data exchanges preferably are conductedover a packet-switched network, the Internet, LAN, WAN, VPN, or othertype of packet switched network.

One should appreciate that the disclosed techniques provide manyadvantageous technical effects including providing an AR hostinginfrastructure capable of configuring remote device to interact with ARobject objects. For example, contemplated infrastructures determine arelevant augmented reality context from environment data representing areal-world environment local to an AR-capable device and instruct thedevice to interact with other AR-capable devices, AR objects, real-worldobjects participating in an augmented reality, or other objectsconsidered to be pertinent to the germane augmented reality.

The following discussion provides many example embodiments of theinventive subject matter. Although each embodiment represents a singlecombination of inventive elements, the inventive subject matter isconsidered to include all possible combinations of the disclosedinventive elements. Thus if one embodiment comprises inventive elementsA, B, and C, and a second embodiment comprises inventive elements B andD, then the inventive subject matter is also considered to include otherremaining combinations of A, B, C, or D, even if not explicitlydisclosed.

As used herein, and unless the context dictates otherwise, the term“coupled to” is intended to include both direct coupling (in which twoelements that are coupled to each other contact each other) and indirectcoupling (in which at least one additional element is located betweenthe two elements). Therefore, the terms “coupled to” and “coupled with”are used synonymously.

Overview

AR object interference can be considered to mirror, or otherwisesimulation, interference among electromagnetic waves, light for example.Interference among waves occurs when two or more waves interact at alocation or a time in a manner where they enhance their presence (i.e.,constructive interference) or suppress their presence (i.e., destructiveinterference) at the location. Interference among waves occurs due tointeracting properties of the waves, amplitude or phase for example. Themetaphor of interference can be extended to augmented realities whereelements participating in the augmented reality can have properties thatinterfere with each other to enhance or suppress presence of relevant ARobjects.

The following discussion presents the inventive subject matter withinthe context of networking nodes or a networking fabric as a wholeoperating as an AR hosting platform. Still, one should appreciate thatthe inventive subject matter directed to interference can also beapplied to more traditional server implementations. Servers can bededicated hardware or can operate within the network cloud, possiblyoperating within one or more virtual machines.

In FIG. 1 AR ecosystem 100 provides an overview of an AR environment inwhich AR-capable device 110 can have interactions with one or more ARobjects 142. AR ecosystem 100 comprises networking fabric 115 comprisedof a plurality of interconnected networking nodes 120 forming acommunication fabric allowing edge devices 180 to exchange data acrossthe fabric 115. In some embodiments, fabric 115 can further include oneor more databases including AR object repositories 140 storing ARobjects 142, preferably network addressable AR objects. AR-capabledevices 110 interact with fabric 115 through exchanging device data,which can include data representative of an environment or scene localto the devices. For example, the device data can include a digitalrepresentation of a real-world scene where the digital representationcan comprises sensor data, raw or preprocessed, acquired by sensors 130local to AR-capable devices 110 or acquired other sensor enableddevices. For example, digital representation can comprise sensor dataacquired by a mobile device (e.g., cell phone, tablet computer, etc.) oreven from multiple mobile devices. The infrastructure can include an ARdevice interface (e.g., port, API, networking node, HTTP servers, etc.)through which fabric 115 can exchange device data with AR-capable device110. As desired, networking nodes 120 can derive an address of AR object142 based on the exchanged device data, or other environment data, andpresent one or more AR objects 142 to the AR-capable devices 110. Inmore preferred embodiments, AR-capable devices 110 can conductinteractions with AR objects 142 including conducting a commercialtransaction associated with the AR objects 142 with commerce engine 190(e.g., banking system, credit card processing, account balance change,frequent flyer mileage exchange, reward programs, etc.).

AR-capable devices 110 typically represent one or more types of edgedevices 180 relative to networking fabric 115. Example AR-capabledevices 110 include mobile devices, cell phones, gaming consoles,kiosks, vehicles (e.g., car, plane, bus, etc.), appliances, set topboxes, portable computer, or other computing devices suitably configuredto present augmented content to a user. Augmented content preferablycomprises data capable of being presented according to a user'savailable sense modalities (e.g., visual, audio, tactile, tastes,olfactory, etc.). One should appreciate that the augmented content canbe converted to the user's available sense modalities as desired tocompensate for a user's disability. For example, visual AR objects 142can be presented to a visually impaired person via a tactilepresentation interface.

AR-capable devices 110 can comprise one or more sensors 130 capable ofacquiring environment data proximate to a user or the correspondingAR-capable device 110. Contemplated sensors 130 can include opticalsensors, microphones, accelerometers, magnetometers, GPS, thermometers,bio sensors, weather sensors, or other types of sensors. Sensors 130 canbe integral with AR-capable device 110 as shown, could be local to theAR-capable device 110, or even remote from the location of theAR-capable device 110. For example, a satellite can include sensors 130where the satellite captures data relevant to the scene local to theAR-capable device 110.

In some embodiments, sensors 130 collect data local to a user within apersonal area network (PAN) where the AR-capable device 110 operates asa sensor hub. The sensor hub aggregates the sensor data and exchangesthe sensor data with networking fabric 115. For example, the user couldwear sensors 130 as part of their clothing, within their shoes, or intheir hat to collect brain signals. In such embodiments, sensors 130 canexchange data with other elements within the PAN via wired or wirelessconnections (e.g., Bluetooth, WiGIG, Wi-Fi, Zigbee, etc.). Examplesensor data includes medical data, position data, orientation data,bio-metric data, image data, audio data, haptic data, acceleration data,proximity data, temperature data, or other types of data capable ofbeing captured by a sensor. Furthermore, the digital representation ofthe scene can include bio-sensor data, or other health-related data,from multiple individual sensors. Regardless of the type of datacollected, the data can represent a digital representation of a scenewhere the digital representation can include raw data, processed data,metadata, or other types of data representative of a real-worldenvironment.

Networking nodes 120 preferably obtain environment data related to areal-world scene of AR-capable device 110. The environment data caninclude a broad spectrum of data reflecting the real-world environment.As discussed above, the environment data can include sensor datacomprising a digital representation of the environment or scene wherethe sensor data is acquired by AR-capable device 110. In addition, theenvironment data can comprise external data obtained from a source otherthan AR-capable device 110. For example, the environment data couldinclude data obtained from a weather station, a surveillance camera,another cell phone, a web server, a radio station, a satellite, or othersources configured to provide environment data.

The digital representation of a scene can comprises environment dataextending beyond just sensor data. Environment data can also include ARdata reflecting a currently presented augmented reality or relevant ARobjects 142. For example, the environment data could include informationrelating to the proximity of AR-capable device 110 to virtual objects.Further, the environment data can comprise information relating to theoperation of AR-capable device 110 itself. Examples include networkingmetrics, user identity or demographics, installed software or firmware,or other types of environment data. Thus one can considered the digitalrepresentation of the scene to be encompassing many aspects of thescene, including encompassing individuals participating within thescene, physical environment of the scene, augmented aspects of thescene, or even aspects beyond normal human perception (e.g., networkingmetrics, etc.).

Networking fabric 115 is depicted as a cloud of interconnectednetworking nodes 120, the Internet for example or a cloud computinginfrastructure (e.g., Amazon EC2™, Google™ Rackspace™, etc.). One shouldappreciate fabric 115 is a communication infrastructure allowing edgedevices 180 to exchange data with each other in a general purposefashion. In addition, fabric 115 can provide a platform from which oneor more AR objects 142 can be presented to AR-capable devices 110.Networking nodes 120 composing network fabric 115 preferably comprisecomputing devices able to direct data traffic from one port on the nodeto other port. Example networking nodes 120 include routers, hubs,switches, gateways, firewalls, access points, or other devices capableof forwarding or routing traffic. The fabric can include a homogenousmix or a heterogeneous mix of node types. In some embodiments, thefabric can extend into AR-capable devices 110, possibly in environmentswhere AR-capable device 110 operates as a sensor hub within a PAN.Fabric 115 can further comprise one or more types of networks includingthe Internet, a LAN, a WAN, a VPN, a WLAN, peer-to-peer networks,cloud-based system, ad hoc networks, mesh networks, or other types ofnetworks.

More preferred embodiments include one or more AR object repositories140 storing available AR objects 142. AR objects 142 can be stored asdistinct manageable objects capable of being addressed from other nodes120, edge devices 180, commerce engine 190, AR-capable devices 110, oreven from other AR objects 142. Preferably AR objects 142 have one ormore object attributes, which are considered metadata representinginformation related to the corresponding AR object 142. For example, theobject attributes can include information about object properties thatcan interfere with other properties within a given AR experiencecontext.

Object attributes can be bound to AR objects 142 as desired. In someembodiments, the object attributes conform to one or more standardizednamespaces allowing various network nodes 120, servers, agents,AR-capable devices 110, or other components of the system to compare oneAR object 142 to other types of objects in the system (e.g., contexts,AR objects, elements, target objects, etc.). The normalized namespacescan be defined as a global namespace that pertains to all elementsincluding real-world objects or AR objects 142. It is also contemplatedthat object attributes can be defined for specific contexts. For examplea gaming context could have its own namespace, which could be distinctfrom a shopping or traveling context. Furthermore, each type of contextcan have distinct namespaces or sub-namespaces possibly corresponding toan AR content publisher. A first game publisher might assign attributesto their own AR objects 142 according to their own proprietary namespacewhile a second game publisher might utilize a common, normalized gamingcontext namespace.

Contexts can take on many different forms and can be defined as desired.Within AR ecosystem 100, contexts can be treated as manageable objects.For example, a context object can be replicated or moved from one ofnode 120 to another. Positing context objects allows each node 120 toaccess to most relevant contexts when required. Contexts can be assignednames, identifiers, or other context attributes representing metadatadescribing the context or its use. Example context attributes caninclude context name, identifiers (e.g., address of context, GUID, UUID,URL, etc.), classification of a context, owner of context, publisher ofthe context, revision of the context, or other information. In morepreferred embodiments a context object also comprises an attributesignature quantifying the relevance of a context with respect to a sceneor elements of the scene. The signature can be represented by criteriaor rules operating on attributes within a normalized attributenamespaces. Contexts can also belong to one more classifications ortypes of context. Example types of contexts can include a gamingcontext, a shopping context, a traveling context, a working context(e.g., job, occupation, activity, etc.), an entertainment context, orother categories.

One should appreciate that AR objects 142 can remain resident at theirrespective repository 140 without requiring submitting queries for theAR objects. Repositories 140 can be configured to disseminate objectattributes of AR objects 142 among networking nodes 120. In suchembodiments networking nodes 120 need only compare object attributesderived from the digital representation of the scene or known AR objectattributes to determine if an AR object 142 is of relevance to acontext. Once identified, the address of AR object 142 can be derived orotherwise acquired to find the AR object 142. Methods of addressing ARobjects 142 are discussed further below.

AR repositories 140 are illustrated as separate databases located withinnetworking fabric 115. In some embodiments, it is consideredadvantageous to house AR objects 142 in a segregated fashion. Forexample, one vendor or publisher of AR objects 142 might wish to retaincontrol over their objects. The publisher can provide access to theirrepository for a fee. However, it is also considered advantageous toallow mixing of AR objects in a general purpose repository. Such anapproach allows for migrating AR objects 142 from one repository 140 ornode 120 to another as desired, possibly based on aggregated contextsfrom multiple scenes or multiple devices 110. Furthermore, one or moreof AR repositories 140 could comprise a distributed repository where ARobjects 142 are spread across multiple hosting components within thesystem. For example, a single AR repository 140 could be distributedacross memories of multiple networking nodes 120. Each portion of the ARrepository can be addressed within the same addressing space regardlessof their location.

When an AR object 142 has been identified, the networking node canobtain the object from its location within the AR repository 140.Networking node 120 can forward or otherwise make AR object 142available to AR-capable device 110. AR-capable devices 110 can beconfigured to have one or more interactions with AR object 142 accordingto the design of the AR object, context, or interference. In the exampleshown, the same AR object, “+”, is presented on two of AR-capabledevices 110 to illustrate that an AR object can be shared or can becommonly presented because the devices have sufficiently similarcontexts; perhaps the devices are owned by players of a shared game orAR experience. However, another AR object, “*”, is presented on adistinct AR-capable device 110 to illustrate that one could still have adistinct context from other local devices, possibly based on device use,user identity or preferences, authorization, authentication,interference among other elements in AR ecosystem 100, or otherattributes.

Networking nodes 120 configure AR-capable device 110 to allow aninteraction with the AR object 142. In some embodiment, the interactioncomprises a presentation of AR object 142 via a display, speaker,tactile interface or other interface depending on the nature of ARobject 142. AR objects 142 can also include executable instructions thatcan be executed by the AR-capable device 110 or even executed onnetworking nodes 120. The instructions can represent functionalityassociated with AR object 142. For example, a person might be within thevicinity of a vending machine. A corresponding AR object 142 ispresented as a purchasable product to the user where the networking nodehouse the functionality of conducting a transaction associated with thevending machine. The transaction functionality could also be located aspart of AR object 142, associated with a context, integrated with ARcapable device 110, remote servers or services, or other suitabilityconfigured device. Once the person leaves the vicinity, or meets othersuitable criteria, the networking node can remove the code or AR object142 based on a newly derived context or even on a change from onecontext to another.

Although AR objects 142 are presented in a visual format, one shouldappreciate that AR objects 142 can include other modalities includingaudio formats, haptic formats, or other formats conforming to the humansenses. One should further appreciate that AR object 142 can representobjects beyond the human senses where the object's features have beenconverted to align with the human senses. For example, AR object 142could instruct AR-capable device 110 to present a non-visibletemperature gradient as a visible temperature contour superimposed on areal-world image of a landscape where the temperature contours arederived from an array of sensors 130, possibly within other AR-capabledevices 110 or proximate to the landscape.

Hosting Platform

In FIG. 2, example hosting platform 200 is presented. Although thehosting platform 200 is presented as a networking switch for the sake ofdiscussion, hosting platform 200 could also include other types ofnetworking infrastructure. A few examples of networking nodes that canbe suitably adapted for use with the inventive subject matter includeservers, routers, hubs, firewalls, gateways, name servers, proxies,access points, hot spots, or other devices capable operating as acomputing device within a networking environment. In more preferredembodiments, hosting platform 200 is considered to include networkingdevices capable of receiving a packet and forwarding the packet on toits indented destination, regardless if the packets are associated withan augmented reality. Still, the inventive subject matter can also beapplied toward more traditional computing devices including servers,clients, peers, game consoles, hand-held gaming devices, or other typesof computing devices.

In the example shown, hosting platform 200 comprises a device interface215 through which hosting platform 200, or the fabric in general, isable to interface with AR-capable devices. In embodiments where hostingplatform 200 comprises a networking switch, device interface 215 caninclude one or more ports physically located on the networking switch.The ports can include wired ports (e.g., Ethernet, optic fiber, serial,USB, Firewire, HiGig, SerDes, XAUI, PCI, etc.) or other types of portsrequiring a physical connection. Although a port can be a wired port,one should keep in mind that the AR-capable device does not necessarilyhave to connect directly with the networking node. The ports can alsocomprise one or more wireless ports (e.g., WUSB, 802.11, WiGIG, WiMAX,GSM, CDMA, LTE, UWB, near field, radio, laser, Zigbee, etc.). Deviceinterface 215 could include one or more logical ports, possiblyoperating as an AR-related API or URL hosted as a web service within thenetworking node or the cloud. An AR-capable device can then gain accessto AR features hosted by hosting platform 200.

Hosting platform 200 preferably operates as a general data transport forone or more edge devices. Additionally, hosting platform 200 can beconfigured to operate as a general purpose computing platform. In theexample shown, the hosting platform 200 includes memory 230 and one ormore processors 250, preferably having multiple cores 255. Memory 230can include volatile or non-volatile memory. Example memories includeRAM, flash, hard drives, solid state drives, or other forms of tangible,non-transitory memory. As the hosting platform 200 analyzes a digitalrepresentation of a scene or AR object attributes, the data and variousattributes can be stored in memory 230. Additionally, memory 230 canstore portions of one or more AR repositories 240. AR repositories 240,or other AR objects 242, can be stored in protected areas of memory(e.g., encrypted containers, FIPS 140-2, etc.) to respect digital rightsof AR object publishers or owners. Cores 255 within processors 250 canbe individually dedicated to routing functions or can be dedicate to ARfunctionalities, possibly executing instructions associated with one ormore of AR objects 242. The Intel® E-series of Xeon processors having 10cores would be a suitable processor as are many other multi-coreprocessors. For example, one core can monitor or inspect traffic from anAR-capable device. When the traffic satisfies triggering criteria, thecore can instantiate augmented reality processing on a second core. Thesecond core can evaluate the traffic as part of a digital representationof the scene to derive additional attributes of interest. The additionalattributes can then be used to identify one or more relevant AR objectswith respect to networking or communication context 232, or with respectto interference among other elements of the scene. Thus, elements of ascene that are outside ordinary perception of a human (e.g., networktraffic, etc.) can interfere with other elements of the scene, real orvirtual, that do fall within ordinary perception of a human.

Memory 230 can also store one or more contexts 232 representing knownscenarios of relevance to AR objects 242. Contexts 232 are alsoconsidered manageable objects having context attribute signaturesdescribing criteria that should be satisfied for a specific context 232to be relevant. Hosting platform 200 can analyze the digitalrepresentation of the scene to generate attributes associated withrecognized elements in the scene. One approach outlining use of acontext that can be suitable adapted for use with the inventive subjectmatter includes the techniques described by U.S. patent applicationpublication 2010/0257252 to Dougherty titled “Augmented Reality CloudComputing”, filed Apr. 1, 2009, among other context-based referencescited previously.

Hosting platform can also include object recognition engine 260, whichcan function as a Object Recognition-by-Context Service (ORCS) capableof recognizing real-world elements of a scene as target objects based onthe digital representation of the scene. For example, an AR-capabledevice, or other sensing devices for that matter, can contribute digitaldata forming a digital presentation of a scene where the scene includesone or more real-world elements. The digital representation of the scenecan include image data, medical data, position data, orientation data,haptic data, bio-metric data, or other types of data representative ofan environment or objects within the environment.

Object recognition engine 260 can utilize one or more algorithms torecognize elements of scene. Preferably, through the use of ORCS, engine260 recognizes the elements as target objects. One should appreciate theelements of the scene can include real-world elements or virtualelements. Attributes associated with the elements can include derivedattributes obtained during analysis of the digital representation orattributes obtained from the target object. In some embodiments, objectattributes 244 can include target object attributes associated with apriori known target objects (e.g., buildings, plants, people, etc.).Example attributes can include features of the objects in the scene(e.g., color, shape, face, size, iris, speech modulations, words, etc.),features of the data itself (e.g., frequencies, image resolution, etc.),or other types of features. Acceptable algorithms including SIFT, SURF,ViPR, VSLAM, or other image processing techniques to identify featuresof elements in a scene. Acceptable techniques that can be adapted forprocessing data to identify target objects include those described inU.S. Pat. Nos. 7,016,532; 7,477,780; 7,680,324; 7,565,008; and7,564,469.

Object recognition engine 260 can use the environment attributes (e.g.,known target object attributes, derived attributes, etc.) to recognizeone or more objects in the real-world scene. When a target known objectis recognized, object information associated with the target object canthen be used to determine if any of contexts 232 pertain to therecognized target with respect to the digital representation. Theattributes of the recognized target object or other attributes of theenvironment can be compared with context attribute signature to make thedetermination. In embodiments where the various types of objects (e.g.,AR objects, contexts, elements, target objects, interferences, etc.) inthe system have aligned attribute namespaces, the comparison can beperformed as a lookup. The comparison can also include ensuring thecontext attribute signatures are satisfied where satisfaction of thesignatures can be based on values of the attributes with respect torequirements or optional conditions of the signatures. For example, agaming context might require at least a certain number of recognizedplayers to be present within a scene before the gaming context isconsidered as pertaining to the scene.

Attributes of the target object can be matched with correspondingattributes of context 232. For example, a real-world element (e.g., aperson, a vending machine, a kiosk, a sign, etc.) might comprise a gamegoal. When the game goal is imaged or sensed, object recognition engine260 recognizes the real-world object as a goal causing the platform 200to instruct the AR-capable device to present an AR object 242 as areward. Thus, real-world elements can be correlated with correspondingcontext 232 based on derived environment attributes, AR objectattributes, context attribute signature, or other factors. Upondetermining that one or more contexts 232 pertain to recognizedelements, object recognition engine 260 can sift through AR objects 242to identify which of the a totality of AR objects, referenced to a ARactuality, are indeed considered available AR objects 242 pertain tocontexts 232. One should appreciate that available AR objects 242 mightbe considered to pertain to contexts 232. AR actuality is intended toconvey the meaning of all existing augmented realities or AR objectsthat could possibly be presented.

Several noteworthy points should be appreciated. AR repository 240 caninclude a vast number of actual AR objects 242 that could be accessedbased on various contexts 232. However, the number of available ARobjects 242 represents a sub-set of the total number of AR objects 242in the AR actuality. Available AR objects 242 can be considered torepresent the fraction of the total AR objects 242 that are accessiblebased on authorized access to contexts 232, assuming properauthentication. Still further, the set of relevant AR objects 242represents a portion of available AR objects 242. The set of relevant ARobjects 242 are those objects pertaining to context 232. One shouldfurther appreciate member objects of the set of relevant AR objects 242might or might not be presented to an individual. Member objects of theset are presented according to a derived interference among elements ofthe scene.

One should keep in mind that the memory 230 does not necessarily storeAR object 242. Rather memory 230 of platform 200 could just store ARobject attributes 244. Platform 200 can determine which of AR objects242, if any, is of relevance to context 232 pertaining to a currentenvironment or scene associated with the AR-capable device. In response,platform 200 can access an AR Object Addressing Agent (AOAA) 220, whichcan derive an address of the corresponding AR objects, possibly locatedon remote nodes.

AOAA 220 can derive an AR object address through numerous methods. Inmore simplistic embodiments, the AR object attributes 244 could includean address where the AR object 242 can be retrieved, assuming properauthentication or authorization. Such an approach is advantageous whenmemory requirements in platform 200 are more severe. Although the AOAA220 is illustrated as being part of platform 200, the functionality ofAOAA 220, or the object recognition engine 260, can be located withinother devices, networking nodes, AR-capable devices (e.g., mobilephones, vehicles, etc.), or other components within the networkingfabric.

Another approach by which AOAA 220 can derive an AR object addressincludes converting at least some of the attributes (e.g., environmentattributes, derived attributes, target object attributes, contextattributes, etc.) directly into an address within an address space. Forexample, derived attributes of the environment data can be quantifiedand converted into vector of attributes, possibly based on astandardized namespaces as discussed previously. The vector is runthrough a deterministic function, a hash function for example, togenerate a hash value where the hash space represents the address space.The networking nodes, AR objects 242, contexts 232, or other items inthe ecosystem can be assigned an address within the hash space. ARobjects 242 can be stored on nodes having addresses that are close tothe address of the AR objects. Once the address is generated, thenetworking node simply forwards a request for the AR object to aneighboring node having an address closer to the address of the ARobject. An astute reader will recognize such addressing techniques asbeing similar to schemes used in peer-to-peer file sharing protocols.One aspect of the inventive subject matter is considered to includingapplying distributed addressing techniques to AR objects in a networkinginfrastructure environment.

Platform 200 can be configured to distinguish among augmented realitiesby applying different functions to generate an address. A firstfunction, a hash or other type of function, could be used to derive afirst portion of an address representing a specific augmented realitywithin the augment actuality. A second function can be applied toattributes to generate a specific AR object address. In someembodiments, the first portion could be prefix (e.g., a domain name, DOIprefix, etc.) while a second portion represents a suffix (e.g., a URLaddress, DOI suffix, etc.). Additional, the prefix, suffix, or otherextension of an address can represent an address scheme associated witha context. In an embodiment using domain names, an address for an ARobject might have the form “www.<augmented-reality address>.com/<contextaddress>/<object address>” where each set of angle brackets (“< >”)indicates a portion of a multi-portion AR object address.

Yet another approach for addressing could include converting environmentattributes or other attributes into a network address where the ARobject 242 is located. The attributes can be an index into a lookuptable shared among networking nodes where the table has available ARobjects 242 and their corresponding addresses. The network address couldbe a domain name or URL in a hash space as discuss above.

Regardless of the addressing scheme, AR object addresses generated bythe AOAA 220 point to a location of a corresponding AR object 242 in oneor more of the AR repositories 240, even when the objects orrepositories are located external to hosting platform 200. As discussedabove the AR object address can be derived directly, or indirectly, froma real-world object recognized as a target object, from context 232, orother elements carrying attribute information. Example AR objectaddresses can include a domain name, a URL, an IP address, a MACaddress, a GUID, a hash value, or other type of address. In someembodiments, each AR object 242 can be assigned its own IP address(e.g., IPv4, IPv6, etc.) and can be directly addressed via one or moreprotocols (e.g., DNS, HTTP, FTP, SSL, SSH, etc.). For example, each ARobject 242 could have its own IP address in an IPv6 environment or couldhave its own domain name and corresponding URLs. In such embodiments, ARobjects 242 can be located through known techniques including nameservers, DNS, or other address resolution techniques.

Although hosting platform 200 is illustrated as networking node or aserver, one should appreciate that the functionality of hosting platform200 as represented by its components can be integrated into AR-capabledevices (e.g., mobile devices, tablets, cell phones, etc.). For examplesan individual's cell phone can be configured with one or more modules(e.g., software instructions, hardware, etc.) offering capabilities ofAOAA 220, object recognition engine 260, device interface 215, or othercapabilities. In such an embodiment, device interface 215 can take onthe form of a set of APIs through which the cell phone exchanges datawith hosting platform 200 or its components. In still other embodiments,AR-capable device can share roles or responsibilities of hostingplatform 200 with external devices. For example, a cell phone mightutilize a local object recognition engine 260 to recognize easy torecognize objects (e.g., a face, money, bar code, etc.) while a digitalrepresentation of the scene is also transmitted to a more capable remoteobject recognition engine 260, which can recognize specific objects(e.g., a specific person's face, a context of a scene, etc.).

Element Interference

FIG. 3 outlines a flow of data illustrating interference among elementswithin a scene and how interference gives rise to an augmented realityexperience. An AR hosting platform obtains digital representation 334,preferably via a device interface. Digital representation 334 comprisesdata representative of at least portions of a real-world scene. Thereal-world scene includes elements, which can include real-worldelements or objects or even AR objects considered to be present. Digitalrepresentation 334 can be obtained from one or more remote devices orsensors able to capture scene-related data as discussed previously.Digital representation 334 can include raw sensor data, pre-processeddata, post-processed data, or other forms of data depending on theanalysis processing capabilities of the originating device.

The hosting platform analyzes digital representation 334 in an attemptto recognize one or more elements 390 within the scene as a targetobject. Recognized elements can include one or more individual elementsas indicated by element 390A through element 390B. Recognizing elements390 can include distinguishing between known target objects, identifyingan object as a specific object (e.g., a car versus a specific car),interpreting an object (e.g., optical character recognition, logos, barcodes, symbols, etc.), or otherwise making a determination that anelement 390 corresponds, at least to within some confidence level, atarget object.

One should appreciate that the target object might not necessarilycorrespond to a specific element of the scene. For example, element 390Amight represent a specific person's face, while the target objectrepresents simply a generic face object. In some embodiments, element390A can be recognized as more than one target object. To continue theprevious example, element 390A could be recognized as a hierarchy ofobjects linked together: a human object, a male object, a face object,an eye object, an iris object, and an iris identification object, forexample. With respect to FIG. 3, element 390A is considered to be arecognized target object.

Preferably the hosting platform recognizes at least one element in thescene, element 390A for example, as a target object. It is alsocontemplated that other elements 390 in the scene beyond real-worldelements can also be recognized as target objects. For example, element390B could be a virtual object whose image has been captured as part ofdigital representation 334. Element 390B could also be an object beyondhuman perception: radio waves, network traffic, network congestion, orother objects.

The hosting platform analyzes one or more of recognized elements 390 todetermine a context 332 that pertains to the recognized target object.Multiple factors come into play when determining which of contexts 332as represented by context 332A and 332B is most applicable to the scene.In the example shown, context 332A comprises an attribute signatureindicating when context 332A would likely be considered applicable to ascene. Attributes of recognized elements 390A can be compared to thesignature. If recognized elements 390A, alone or in aggregate, haveattributes that sufficiently match the signature, the context 332A canbe considered to pertain to at least the recognized target objects andto the scene as represented by digital representation 334. Although theexample shown in FIG. 3 illustrates context 332A as the only contextpertaining to the recognized element 390A, one should appreciatemultiple contexts 332 could also pertain the recognized target objectsor scene based on all information made available via digitalrepresentation 334.

Contexts 332 can be defined a priori as desired or automaticallygenerated. A priori contexts 332 can be defined via a context definitioninterface (not shown) allowing an entity, possibly a AR objectpublisher, to define appropriate context. The entity can enter contextattributes, signatures, or other information as desired to create acontext object. The hosting platform can also be used to generate acontext. For example, when digital representation 334 is analyzed andelements 390 are recognized, an individual can instruct the hostingplatform to convert attributes of recognized elements 390A into acontext signature.

Context 332A can further include an attribute vector, labeled as Pv,representing attributes or properties of scene elements 390 consideredto be relevant to the context with respect to determining interferenceamong elements 390, recognized or un-recognized. To some readers, theattribute vector might be a subtle point and should not be confused withthe context attribute signature. Rather, the attribute vector comprisesa data structure of relevant attributes that elements 390 should have tocreate an interference among the elements. Thus, the attribute vectorcan be considered element selection criteria for deriving aninterference. One should keep in mind that a recognized element 390Amight contribute to satisfaction of a context signature but might notalign with the context's attribute vector. For example, a person mightbe recognized as a target object representing a player in an AR game.The person could contribute to determine which gaming context pertainsto the person or the scene. However, the player might not be required todetermine interference among other gaming objects within the scene.Context attribute vectors can also align within one or more normalizedor standardized namespaces. Each member of the vector can include anattribute name and possibly values. Thus attributes can be considered bea multi-valued object. It is considered advantageous to utilize a commonnamespace to allow for easy mapping between elements and contexts, aswell as other generic objects within the contemplated system.

Context 332A can further include an interference function, labeled asF_(I), representing a quantified description of how elements 390 of ascene interfere with each other with respect to one more elementattributes to enhance or suppress the presence of AR objects in thescene. The interference function preferably is function of the attributevector and of the available AR objects 342. Available AR objects 324represent AR objects considered to be valid participates of the scene aswell as considered to be valid participants associated with context 332.Available AR objects 342 can be identified as discussed previously,possibly through comparison of the object attributes of AR objects 324to context attributes of context 332.

Element attributes, AR object attributes, or other attributes thatcontribute to interference can include myriad types of attributes. Toextend the metaphor of interference of electromagnetic waves further,interference of the waves depends on various factors (e.g., amplitude,phase, frequency, etc.) at a point in space. In more preferredembodiments, elements 390 can also give rise to interference based onlocations. For example, digital representation 334 can compriseslocation information (e.g., relative location to elements 390 of ascene, triangulation, GPS coordinates, etc.) where the interferencefunction can depend on location. More specifically, the locationinformation can pertain to or reflect the physical location ofreal-world elements. Further the interference among elements 390 canalso depend on time where digital representation 334 comprises timeinformation associated with elements 390 or the scene in general.

The interference function can be used to generate derived interference350. Derived interference 350 can be considered an auto-generatedinterference criteria used to determine which of the available ARobjects 342 are context relevant AR objects 346 and to what extentcontext relevant AR objects 346 should have a presence in an augmentedreality experience based on interference among the elements 390. Derivedinterference 350 can be considered to represent interference criteriaderived from element properties (i.e., attribute values) of elements390. The context relevant AR objects 346 are members of the set of ARobjects that satisfy the interference criteria. In the example shown,the interference function is characterized as a sum of elementproperties in a similar fashion as electronic magnetic wave interferencecan be calculated by summing amplitude taking into account variousproperties (e.g., phase, time, location, frequency, etc.). In thesimplistic example presented, the interference criteria are derived onan attribute-by-attribute basis by summing over the values overcorresponding attributes of scene elements 390. For example, a firstcriterion for a first attribute can be derived from a sum of thecorresponding attribute values from all elements. If one of available ARobjects 342 has attribute values satisfying the interference criteria,it is considered to be a member of the set of context relevant ARobjects 346.

Although the example of derived interference 350 is based on a simplesum, it is contemplated the interference function can be arbitrarilycomplex. Preferably, the resulting interference function yields anobject satisfaction level with respect to the interference criteria. Thesatisfaction level indicates to what degree each of relevant AR objects346 has a presence in the augmented reality. A satisfaction level can becalculated according to a desired algorithm to properly reflect theutility of context 332A. For example, a satisfaction level can be basedon several factors, possibly including a number of interferencecriterion met (e.g., requirements, optional condition, etc.), anormalized measure of how far object attributes exceed or fall belowcriteria thresholds, or other algorithms. The satisfaction level can beused to instruct a remote AR-capable device on how to interact withrelevant AR objects 346.

The above description is written from the perspective that elementswithin a scene interfere with each other to influence possibleinteractions with relevant AR objects 346. One should appreciate thatthe interference can be derived based on all recognized elements 390A ofthe scene, a portion of the elements recognized in the scene, or even asingle element recognized within the scene. Furthermore, the elementscan include the relevant AR objects 346 with which an individual caninteract. Therefore, relevant AR objects 346 can contribute to theinterference and affect their own presence much in the same way twointerfering electromagnetic waves give rise to their combined effect(e.g., interference patterns, amplitudes, etc.).

An astute reader will appreciate that a current circumstance in a scenecan change quite rapidly with time, which can be reflected in digitalrepresentation 334. As digital representation 334 changes in time,including in real-time, contexts 332 can also change in time. Changes incontexts 332 cause derived interference 350 to change in time, which inturn can change the set of relevant AR objects 346 in time. Such changescan be propagated back to remote AR-capable devices. In someembodiments, relevant AR objects 346 can have some level of temporalpersistence to ensure smooth transitions from one context state toanother. For example, relevant AR objects 346 might be presented andremains present even after its corresponding context 332 is no longerrelevant. Additionally, a context 332 might have to remain relevant fora certain period of time before relevant AR objects 346 are presented.Such an approach is advantageous for usability.

Although the above discussion describes generating derived interference350 based on contexts 332, one should also note derived interference 350can depend on changes between or among contexts 332. As scene changeswith time, contexts 332 can ebb or flow, or even shift focus (e.g., aprimary context, secondary context, tertiary context, etc.) from a firstcontext to a second context. On aspect of the inventive subject matteris considered to include configuring AR-capable devices to allowinteractions with context relevant AR objects 346 based on changesbetween contexts 332, preferably as determined by derived interference350 spawned from such context changes. For example, an individual canparticipate within an augmented reality experience associated with agaming context. If they chose to purchase a product, the augmentedreality experience can incorporate a shopping context. Derivedinterference 350 can be adjusted based on the shift in focus from aspecific gaming context to a shopping context to provide additional ARcontent to the individual. Alternatively, a shift in focus from a gamingcontext to a traveling context might not affect the individual'saugmented reality experience. One should note a shift in focus couldinclude retaining a previously identified context 332 without discardingthem in favor a new context 332. A context focus can be measuredaccording to what degree a context 332 pertains to a scene, possiblyrelevant to other contexts 332.

Interference-Based Presentation

FIG. 4 illustrates how a satisfaction level can effect presentation orinteraction on AR-capable devices represented by mobile devices 410A and410B. Mobile devices 410A and 410B both capture a digital representationof a scene having real world elements 490. In this example, an ARhosting platform recognizes the elements 490 and identifies a set ofrelevant AR objects from available AR objects considered germane to acontext associated with the elements 490. Relevant AR objects 446A and446B are considered member objects of the set of relevant AR objects.

The AR hosting platform generates a derived interference based onelements 490 to determine how they constructively or destructivelyinterference with respect to a context. In the case of mobile device410A, relevant AR object 446A has an enhanced presence due toconstructive interference among elements 490. Thus, relevant AR object446A is strongly influenced by the constructive interference amongelements 490 and likely has a strong satisfaction level with respect tointerference criteria. In the example of mobile device 410B, whichcaptures a similar digital representation of the scene having elements490, the context dictates that relevant AR object 446B has a suppressedpresence due to destructive interference among elements 490. Thus,relevant AR object 446B is weakly, or negatively, influenced by elements490 and likely has a weak or negative satisfaction level with respect tothe interference criteria.

One should note that relevant AR object 446B could even be relevant ARobject 446A. However, the mobile devices provide different augmentedreality experiences based on the difference in relative satisfactionlevels. One reason, among many, for such a difference could be based onuser identification of the mobile devices where the user'sidentification information is incorporated into the digitalrepresentation of the scene altering the contexts.

Enhanced presence and suppressed presence can take many different formsdepending on the nature of relevant AR objects 446A and 446B, thecontext, or other factors relating to the scene. At a most basic level,presence could simply mean relevant AR objects are present (enhanced) ornot present (suppressed). Still, presence can cover a full spectrum ofexperiences. Consider a visual image of relevant AR object 446A. Thevisual image can be superimposed over an image of the scene where thevisual image is opaque and covers images of elements 490. However, thevisual image of relevant AR object 446B might have shades oftransparency to indicate a suppressed presence. Similarly when relevantAR objects 446A and 446B have audio content, the audio can be playedaccording to volume levels derived from each objects interferencecriteria satisfaction level. It is contemplated that presence can beenhanced or suppressed for all human sense modalities, naturallydepending on the presentation capabilities of the AR-capable devices.

Presence can also extend beyond human sense modalities. Enhanced orsuppressed presence can also affect functionality associated withrelevant AR objects 446A or 446B. When mobile devices 410A and 410B areinstructed to allow an interaction with relevant AR objects 446A or446B, the interactions can be restricted or allowed based on thesatisfaction level. For example, specific features of relevant ARobjects 446A might be turned on or made available while features ofrelevant AR object 446B might be turned off or otherwise madeunavailable.

Use Case: Gaming and Promotion Contexts

FIG. 5 illustrates a possible use case for the disclosed inventivesubject matter with respect to combining gaming and advertising. In theexample, multiple individuals use their cell phones operating as mobiledevices 510 to compete for promotions associated with products in astore. Mobile devices 510 each capture data associated with scene 595,which includes products in the store. Each device submits their ownrespective digital representation 534, possibly captured by their ownsensors 530, of scene 595 to hosting platform 500. It should be notedthat digital representation(s) 534 can include images of the products,mobile device information (e.g., device identify, location, orientation,position, etc.), user identification, or other information. Objectrecognition engine 560 analyzes digital representation 534 to recognizethe products in the store as target objects as represented by elements590. In this example, elements 590 are known target objectscorresponding to the store's products. Object recognition engine 560derives interference 550 from contexts 532 that pertain to scene 595.Contexts 532 could include a shopping context, a store-specific context,a gaming context, or other contexts pertaining to circumstances of scene595. Object recognition engine 560 utilizes interference 550 to identifya set of relevant AR objects 546 from available AR objects in AR objectrepository 540. Platform 500 configures mobile device 510A to allowdevice 510A to have an interaction with one or more member AR objects546A from the set.

The example of FIG. 5 contemplates an augmented reality whereindividuals participate together, possibly as a team, to form theaugmented reality around them for commercial purposes. As the number ofrelated individuals, friends or acquaintances, converge on the store,their presence constructively interferes to give rise to one or morepromotions (e.g., sales, coupons, prizes, incentives, discounts, etc.).Individuals that are members of an opposing team can suppress thepresence of the promotions available to the first team while enhancingthe presence of the same promotions for their own team. As shown, mobiledevice 510A is a member of a team that has won a coupon with respect toa product. However, the team still lacks sufficient members local toscene 595 to win another promotion for a second product so they arerequested to invite additional friends. In the case of the secondproduct, the AR object message bubble has a suppressed presence (i.e.,lacking access to a promotion) due to interference generated due toopposing team members.

For the simplified case of FIG. 5, interference 550 can be characterizedby a relative sum of team members: Number of Team A members minus Numberof Team B members. When the value is heavily positive, Team A is wining.When the values is heavily negative, team B is winning. Platform 500compares AR object attributes related to number of team members andinstructs mobile device 510A to allow interactions with AR objects 546Aaccording to interference 550 as determined from each object'sinterference criteria satisfaction level. As team members arrive orleave a scene the presence of AR objects 546A can change accordingly.

The gaming and promotion use case is just one example of contextderivation and interference. Another similar example could include amedical context where presence of medical equipment (e.g., X-Ray, MRI,dentist chair, etc.), a patient, and a doctor dictate which AR medicalobjects should be made available. For example, a patient can enter adoctor's office with a doctor present where the doctor utilizes a tabletor pad based computing device (e.g., iPad™, Xoom™, PlayBook™ etc.). Whenthe doctor and patient are alone, their presence constructivelyinterferes to allow full interaction with the patient's AR-based medicalrecords on the pad. When the doctor and patient are in the presence ofothers, the individuals destructively interfere causing restrictedinteractions with the AR-based medical records.

Use Case: Object-Based Message Boards

FIG. 6 illustrates another possible use case where hosting platform 600provides for annotation of specific objects in scene 695. One or moreindividuals can use mobile devices 610 to capture a digitalrepresentation of scene 695 via sensors 630. The scene includes multipleobjects as indicated by the geometric shapes. Platform 600 attempts torecognize the objects and the context associated with the objects orscene 695. Platform 600 then identifies relevant AR objects 646 that arebound to the objects. AR object 646A represents a message board havingmessages where the board and messages are bound to the identifiedspecific object as AR objects. One should note the messages can also bebound to the message board object rather than just the specific object.

One should appreciate that the messages presented in the message boardare made available based on context of scene 695 and interference amongelements of the scene. For example, a personal message has been bound tothe real world object for the owner of mobile device 610A. The personalmessage is presented due to the presence of the device owner and theobject together, thus constructively interfering causing presentation ofthe personal message. Additionally, the message board lists othermessages that target the general public. One should appreciate thatindividuals can use their mobile devices, or other AR-capable devices,to interact with AR objects 646A via a message exchange, even where ARobject 646A represents a message bound to a real-world element. AlthoughAR objects 646A are presented as messages or a message board bound to aspecific element recognized as a specific target object, As discussedpreviously AR objects 646 can include purchasable products, promotions(e.g., coupons, prizes, incentives, sales, discounts, etc.), content(e.g., images, video, audio, etc.), a reward based on an achievement, atoken, a clue to a puzzle or game, an unlocked augmented realityexperience, application data, reviews, or other type of objects orcontent.

Interactions

Once the AR hosting platform identifies the set of relevant AR objectsfor a context, the hosting platform instructs the mobile device, orother AR capable device, to allow the device to have one or moreinteractions with the AR objects. In some embodiments, the AR objectscan include hyper-linked AR objects allowing a user to select or click apresented object, which causes the device to access additionalinformation over the network. In more elaborate embodiments, the ARobjects can include software instructions that are copied to a tangiblememory of the mobile device. The instructions configure the mobiledevice to interact with the AR object or remote computing devicesaccording to the instructions. Interactions can include a wide range ofpossible interplay between or among the AR-capable devices and ARobjects.

One especially interesting interaction includes allowing the AR-capabledevice to participate in a commercial transaction with a commerceengine. The commercial transaction can include purchasing, selecting, orotherwise monetizing interactions with member objects of the set ofrelevant AR objects. Conducting a commercial transaction can includeinteraction with one or more on-line accounts over a network. In suchembodiments, the AR objects of interest can carry instructions or othertypes of information to allow the device to interact with remote serversto complete a transaction. Such an approach eliminates a requirement ofthe device to have a priori knowledge of financial protocols to completethe transaction. Additional examples of commercial transactions caninclude interacting with frequently flyer mile programs; exchangingvirtual currency in an on-line word; transferring funds, real orvirtual, from one account to another; paying tolls; interacting with apoint-of-sales device; conducting a credit card, gift card, or loyaltycard transaction; making on-line purchases via an on-line retailer(e.g., Amazon™, Audible™, etc.); paying utilities; paying taxes; orother types of interactions considered to have monetary value.

Yet another contemplated type of interaction includes managing ARobjects. In more typical embodiments, individuals with cell phones wouldlikely represent consumers of AR content. AR content consumers have abroad set of needs to manage AR objects. In some embodiments, anindividual's cell phone can operate as an AR object hub through whichthe individual can interact with other nearby cell phone's participatingwithin an overlapping augmented reality experience. A cell phone, orother AR-capable device, can also operate as a storage facility orvirtual brief case for more permanent AR objects bound to the individualor cell phone. Management is also considered to include monitoring useof AR objects, assuming proper authentication or authorization withrespect to the AR objects; establishing alerts or notifications;inventorying AR objects or capabilities; logging use of AR objects,transporting AR objects from one physical location to another;exchanging or trading AR objects with others; viewing or observingcontexts; or other types of management related interactions.

Management interactions can also apply to augmented reality contentcreators or publishers. Interactions can also comprise allowingAR-capable devices to operate as a content creation utility. Publisherscan utilize AR-capable devices, even their own cell phones, to interactwith AR objects including creating AR objects in real-time from elementswithin a scene; populating a scene with AR objects; defining or creatingAR contexts even based on elements of a scene; managing revisions orversions of AR objects; debugging AR objects during creation or even inthe field; publishing or releasing one or more AR objects forconsumption; binding AR objects to other AR objects or to real-worldelements; establishing interferences functions for contexts or scenes;or otherwise participating in creating or managing AR content.

It should be apparent to those skilled in the art that many moremodifications besides those already described are possible withoutdeparting from the inventive concepts herein. The inventive subjectmatter, therefore, is not to be restricted except in the scope of theappended claims. Moreover, in interpreting both the specification andthe claims, all terms should be interpreted in the broadest possiblemanner consistent with the context. In particular, the terms “comprises”and “comprising” should be interpreted as referring to elements,components, or steps in a non-exclusive manner, indicating that thereferenced elements, components, or steps may be present, or utilized,or combined with other elements, components, or steps that are notexpressly referenced. Where the specification claims refers to at leastone of something selected from the group consisting of A, B, C . . . andN, the text should be interpreted as requiring only one element from thegroup, not A plus N, or B plus N, etc.

What is claimed is:
 1. An augmented reality (AR) gaming platform systemcomprising: an AR object repository storing available AR objects in afirst non-transitory computer readable memory; and an AR server coupledwith the AR object repository and, upon execution of softwareinstructions stored in a second non-transitory computer readable memoryby a processor, is configured to: obtain a digital representation of anenvironment of an AR capable device, the digital representationincluding a device location of the AR capable device, user attributesand virtual element attributes of virtual elements considered proximateto the AR capable device; determine a gaming context related to the ARcapable device and pertinent to the environment based at least on thedevice location; identify relevant AR objects from the AR repositoryrepresenting available AR objects having common attributes germane tothe gaming context; derive an interference among relevant AR objects anda user of the AR capable device based on an interference function thatdepends on the device location, user attributes, and virtual elementattributes, the interference comprising degrees of presence in an ARgame for the relevant AR objects; and cause the AR capable device torender at least some of the available AR objects according to theircorresponding degrees of presence.
 2. The system of claim 1, wherein thefirst non-transitory computer readable memory is the secondnon-transitory computer readable memory.
 3. The system of claim 1,wherein the AR capable device comprises the AR repository.
 4. The systemof claim 1, wherein the AR capable device comprises the AR server. 5.The system of claim 1, wherein the AR server is a remote server coupledwith the AR capable device via a wireless network.
 6. The system ofclaim 1, wherein the at least some of the relevant AR objects are causedto be rendered based on a position of the AR capable device relative tothe environment.
 7. The system of claim 1, wherein the at least some ofthe relevant AR objects are caused to be rendered based on anorientation of the AR capable device relative to the environment.
 8. Thesystem of claim 1, wherein the at least some of the relevant AR objectsare caused to be rendered within an AR game.
 9. The system of claim 1,wherein the at least some of the relevant AR objects are caused to berendered by superimposing a visual image of at least one relevant ARobject over an image of the environment.
 10. The system of claim 1,wherein the at least some of the relevant AR objects are caused to berendered within an overlapping augmented reality among multiple ARcapable devices.
 11. The system of claim 10, wherein the overlappingaugmented reality comprises a team-based augmented reality.
 12. Thesystem of claim 1, wherein the common attributes of the available ARobjects and the gaming context adhere to a common namespace.
 13. Thesystem of claim 1, wherein the common attributes include locationattributes.
 14. The system of claim 13, wherein the location attributesinclude GPS coordinates.
 15. The system of claim 1, wherein the at leastsome of the relevant AR objects are caused to be rendered according to ahaptic format.
 16. The system of claim 1, wherein the degrees ofpresence include an enhanced presence.
 17. The system of claim 1,wherein the degrees of presence include a suppressed presence.
 18. Thesystem of claim 1, wherein the degrees of presence include non-visiblepresence.
 19. The system of claim 18, wherein the non-visible presencecomprises a tactile presentation.
 20. The system of claim 1, furthercomprising the AR capable device and wherein the AR capable devicecomprises a hub in a personal area network (PAN) of the user.
 21. Thesystem of claim 20, wherein AR capable device is configured tocommunicate with other PAN elements in the PAN via a wirelessconnection.
 22. The system of claim 21, wherein the wireless connectioncomprises a BlueTooth® wireless connection.
 23. The system of claim 21,wherein the PAN elements comprise sensors.
 24. The system of claim 1,wherein the AR capable device comprises at least one of the following: acell phone, a tablet computer, a gaming console, and a vehicle.
 25. Thesystem of claim 1, wherein the virtual elements considered proximate tothe AR capable device include at least some of the relevant AR objects.26. The system of claim 1, wherein the virtual element attributescomprise at least some the common attributes.
 27. The system of claim 1,wherein the interference depends on a time.
 28. The system of claim 27,wherein the interference changes with time.
 29. The system of claim 1,wherein the AR server is further configured to enable the AR capabledevice to conduct commercial transactions with a commerce engine. 30.The system of claim 29, wherein the commercial transaction includes anexchange of virtual currency.
 31. The system of claim 29, wherein thecommercial transaction includes a transfer of real-world funds.
 32. Thesystem of claim 1, wherein the AR server is further configured to enablethe AR capable device to populate the environment with at least one ofthe relevant AR objects.
 33. The system of claim 1, wherein theenvironment comprises an AR environment.
 34. The system of claim 33,wherein the AR environment included real-world elements and the virtualelements.
 35. The system of claim 33, wherein the interference furtherdepends on real-world element attributes of the real-world elements. 36.The system of claim 35, wherein the real-world elements include a gamegoal.
 37. The system of claim 36, wherein, upon sensing the game goal,the server is further configured to cause presentation of a game rewardon the AR capable device.
 38. The system of claim 36, wherein the gamegoal includes a real-world sign.
 39. The system of claim 1, wherein theAR server is further configured to enable the AR capable device to havean interaction with at least one of the rendered relevant AR objects.40. The system of claim 1, wherein the interaction includes at least oneof the following: executing instructions of the at least one renderedrelevant AR objects, presenting AR content via at least one of a speakeror tactile interface, sharing an AR object with other devices,presenting a purchasable product, incorporating a shopping context,allowing access to data records, allowing a user to link to objectinformation via an AR object, interacting with a remote computingdevice, and managing AR objects.